MIN-0 Devlog #1: The idea, the who am I anyway, and the start of prototyping

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  • čas přidán 20. 03. 2024
  • Howdy, and welcome to the first dev log of my MIN-0 project. In this first video, I want to lay out a general idea of the game, tell you something about myself, and then start on the basics of prototyping.
    Yes, I know the graphics are beyond awful. But in prototyping, you can pretty much move a rough blob around if you can use it to test a concept out. That said, quite how I'm going to learn to draw when this becomes a game is another question!
    #gamedev #programming #coding #pixelart #devlog #godot

Komentáře • 9

  • @anderslarsson4252
    @anderslarsson4252 Před měsícem

    Very interesting devlog! Currently learning godot myself, looking forward to seeing more entries in your log.

    • @currykittengamedev
      @currykittengamedev  Před měsícem

      Thank! There's a few more devlogs already on the channel. There's some interesting things in Godot that aren't available anywhere else - like I just discovered putting scenes into groups so that you can call a method on all of them from your parent scene.

    • @anderslarsson4252
      @anderslarsson4252 Před měsícem

      Well how about that! I will read up on that right away, it sounds useful for my current project.

  • @BenScarboro
    @BenScarboro Před měsícem

    I'm liking this, a glimpse in to your mind... Plus, something I've been meaning to do for a while, so I will enjoy following along :)

    • @currykittengamedev
      @currykittengamedev  Před měsícem +1

      Cheers :D It's an interesting process - gets the old grey matter working a bit more, and it's kind of like trying to solve a series of daily issues !

    • @BenScarboro
      @BenScarboro Před měsícem

      @@currykittengamedev The solving problems every day is the part I like. As you say, keeps the 'ol grey matter running.

  • @aaronlinell3916
    @aaronlinell3916 Před 17 dny

    I agree with your assessment about how tabbed code blocks can cause editing and reading mistakes

    • @currykittengamedev
      @currykittengamedev  Před 15 dny

      I'd love an option to use curly braces instead, but for now I'll just have to be very careful

  • @Garmichael1
    @Garmichael1 Před 7 dny

    I'm still learning Godot myself so take this as just brainstorming musing. But I wonder if you could just toggle the rigid body on only when you're touching the ground, and toggle it off to maintain that tight retro control without it. otherwise. I am also not a fan of physics based character controllers. They tend to feel sloppy as a player, and difficult to tune as a designer.